1. Flak Timing is pretty much unchanged and only Luchs comes 1 minute to early. Reduce the starting fuel to 15 fuel (2 minute delay)and thats enough for the tech delay.
2. You seem to forget that the Kübel has weaker stats than in the alpha, where its dps was touched. With this changes(which I personally don't like) the Kübel can be still viable in every game stage as an harassing unit which is good. Heavy Kübel builds are easily countered by hand held AT and every light vehicle.
3. Grenades are on the same cooldown timer, means you can't spam nades every engangment. OKW needs the flame grenade to clear garrisons. But I agree the flame nade on the sturmpios seems to make more sense.
4. I rather would like to see schrecks moved to another squads, (either dual schrecks on sturmpios or a special tank hunter squad) and give Volks a 3x Stg 44 upgrade.
5. Vet 4 & 5 were nerfed, OKW armour is on par with allied armour cost wise. That was the main issue. OKW pays more to get units that are just as good or weaker than their allied counterparts (except for JP4).
6. OKW has no caches, so they have salvage. If you want to remove salvage, you need to give them caches, since every faction has them. YET this all won't happen because salvage is in 2 commanders.
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Post History of AchtAchter
Thread: OKW Revamp Review18 Nov 2015, 22:44 PM
In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 22:08 PM
snip Allie fanboy on suicide watch. Your suggestions would put OKW where they are now in a weak spot. Starting fuel needs to reduced 40->15 and you delay a Luchs by 2 minutes and then it comes at the same time as stuart, T70 or AEC. Problem solved. I just played against a good opponent (miragefla) and he had no problem dealing with the Luchs. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 21:59 PM
Dont understand why you people like this patch, they finally are attempting to redesign OKW and they still refuse to remove the shrek from volks... Its not removed, they have now 2 type of nades. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 21:01 PM
MORE DETAILS: OKW still starts with the same resources. SWS truck costs 15 Fuel and 100 MP. Kübel costs 210 MP. In my opinion Kübel without suppression will lead to pushing cheese. I really ask relic to reconsider this as pushing is cheesy. VOLKS have both nades, FLAME and Normal grenade TECHING is not linear, you can go T3->T4 , or T2->T4 (the P4 rush is real) In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 20:06 PM
My opinion: Without an stock MG 34 for OKW the Kübel still needs its suppression. There are situations where you need the blob control. Brit nerfs seem a bit over the top. But I will test the mod now before I do any ranting. BUT IN GENERAL IM REALLY HAPPY WITH MOST CHANGES ![]() ![]() ![]() ![]() ![]() Edit: OKW still starts with the same resources. SWS truck costs 15 Fuel and 100 MP. Kübel costs 210 MP. In my opinion Kübel without suppression will lead to pushing cheese. I really ask relic to reconsider this as pushing is cheesy. VOLKS have both nades, FLAME and Normal grenade TECHING is not linear, you can go T3->T4 , or T2->T4 (the P4 rush is real) In: COH2 Balance |
Thread: Calliope/ Goliath commanders incoming18 Nov 2015, 19:43 PM
Okw commander usefulness check: no crutch midgame infantry or mg34. Looks like we have another useless commander. This, no call in infantry no use. Unless they change volks or move Obers this commander is as bad as the last one. Also at least 3 munition abilities are stupid on a faction that hasn't 100 % munitions income. In: Lobby |
Thread: Hope for USF AT-Gun?18 Nov 2015, 19:11 PM
Biggest cone, good rate of fire and take aim gives you 70 range. You can't have everything, especially for 270 mp. For a KT you can get a Jackson out, just like other factions need tank destroyers for high armour targets. In: COH2 Balance |
Thread: 4vs4 has become a repetitive verdun and bataille de la Somme18 Nov 2015, 18:44 PM
Dude I never drop. I just state my experience, CELO shows the winners before the game starts. In: COH2 Gameplay |
Thread: 4vs4 has become a repetitive verdun and bataille de la Somme18 Nov 2015, 15:09 PM
Guess you never used Celo. If 4 top 100 players go against 3 top 1000 and one 1 top 100 player, balance absolutely doesn't matter. And most 3vs3+ games are like this. You can nearly always determine the winning and the losing team before the game starts by watching at Celo. In: COH2 Gameplay |
Thread: 4vs4 has become a repetitive verdun and bataille de la Somme18 Nov 2015, 14:11 PM
4vs4 winrates were never depending on balance but only on the playerbase. The playerbase with most players has more wins because the teams have a better elo. While the team with the smaller playerbase has a more diverse (worse) elo. When brits came out, everybody played brits, since allie winrates were much higher. Now more people play axis in 4vs4 and we have again a higher axis winrate. Thats random 4vs4. 4vs4 AT has probably a 90 - 100 % winrate no matter what In: COH2 Gameplay |
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Crazy game vs BPX clan, both teams less than 10 vpsby: AchtAchter map: Ettlebruck Station12-2,972
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